Mage: The Ascension vs Rock & Stone
Compare Mage: The Ascension and Rock & Stone side by side. See differences in complexity, dice, genre, cost, and more.
| Mage: The Ascension | Rock & Stone | |
|---|---|---|
| Genre | Fantasy, Modern, Horror | Fantasy |
| Tags | Freeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy | Classic Fantasy, Comedy, Dungeon Crawl, Fast-Paced, Heroic, High-Power, Random Tables, Rules-Light, Strong GM Support, Theater of the Mind |
| Core Mechanic | Roll an Attribute-plus-Ability pool of d10s and count dice meeting the difficulty, usually 6. Each rolled 1 cancels a success. A roll botches only when no die meets the difficulty and at least one die shows 1. Magick instead rolls Arete, the mage's enlightenment rating, against a difficulty based on the highest Sphere used and whether the effect violates ordinary reality. Successes determine the effect's extent. | For a test, roll a d20 and add the relevant skill; a total above the GM-set difficulty succeeds, while an exact match succeeds with a complication. Natural 20s and 1s produce especially heroic successes and fatal failures. |
| Dice | d10 dice pool | d20 |
| Complexity | Very High | Low |
| Accessibility | High | Very High |
| Runnability | Very High | Low |
| License | All Rights Reserved | AELF Open License Version 1.0a |
| Third-Party Publishing | Commercial publishing allowed — Storytellers Vault | Commercial publishing allowed — AELF Open License Version 1.0a |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | Free |
| Publisher | Onyx Path Publishing | Sebastian Hahn |
| Year | 2015 | 2025 |
| Languages | English, French, German, Italian, Russian, Spanish | English |
| Best For | Groups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality. | Groups who want a fast, rules-light dungeon crawl about unusually capable dwarven mercenaries, with a compact setting and a ready-to-run starting adventure. |
| Highlights | Nine Spheres combine into improvised magical effects beyond a fixed spell list. A mage's beliefs determine the practices and instruments that make those effects possible. Concealing magick within plausible events reduces the risk of reality's backlash. | Gold committed to the dwarven hoard pays for levels, tying treasure recovery directly to advancement. Archetypes grant selectable active and passive abilities, giving each dwarf a distinct role within the shared skill system. Carousing turns a between-adventure roll into complications and opportunities that can seed later expeditions. |
| Considerations | Improvised magick requires the group to agree on what an effect can accomplish before rolling. Accumulated Paradox can injure a mage or trap them in a distorted reality. Cabals need shared motives to keep incompatible faction loyalties from pulling the campaign apart. | Characters are built around the last-dwarves premise, although the rules permit other heroes. Advancement grants its largest skill and ability gains through level four, after which levels add only hit points and one skill point. Spells are fixed archetype abilities with limited daily uses, so groups seeking open-ended magic will not find it here. |